Yakuza: Like a Dragon

Yakuza: Like a Dragon

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How do I know what Skills are good?
My one complaint about the game is there really is no indicator on how good some abilities are/arn't beyond "light" "medium" and "heavy." Kind of a pet peeve of mine lol. Some abilities despite being a relatively low MP cost seem to do good damage, while others quickly fall behind. I'm probably missing something. Can anyone tell me how to evaluate if a skill is good or bad beyond the very limited resources available? Is there a training area somewhere where I can wail on people? Is there a hidden page or resource that tells you the power of your moves?

The job system seems relatively deep but it's kind of a bummer when you have like 3 moves and they all do "light" damage and that's all the game lets you know.
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It’s just the amount of the damage they do, some with some added effects in the description. Just have a solitaire that cover each damage time and you’ll be fine.
Also, skills that heal or buff the team is good also.
If it does enough damage and especially if they're weak to it, then it's good enough. That's all there really is to it. You'll get more powerful skills later, so it's not worth worrying about too much.
Αναρτήθηκε αρχικά από HollowGrapeJ:
If it does enough damage and especially if they're weak to it, then it's good enough. That's all there really is to it. You'll get more powerful skills later, so it's not worth worrying about too much.

Yeah, that's actually one of my issues with this game, in that a lot of the mechanics are throwbacks to the old-school RPGs in the bad ways. To use Dragon Quest as an example, since Ichi is obsessed with it, once you get access to the higher level version of a spell, aka Icebolt -> Icespear, you'll never have any reason to use the lower level version again.

So the endgame just becomes spamming the highest level abilities, both in those old games and here.
Αναρτήθηκε αρχικά από hammerstar:
Αναρτήθηκε αρχικά από HollowGrapeJ:
If it does enough damage and especially if they're weak to it, then it's good enough. That's all there really is to it. You'll get more powerful skills later, so it's not worth worrying about too much.

Yeah, that's actually one of my issues with this game, in that a lot of the mechanics are throwbacks to the old-school RPGs in the bad ways. To use Dragon Quest as an example, since Ichi is obsessed with it, once you get access to the higher level version of a spell, aka Icebolt -> Icespear, you'll never have any reason to use the lower level version again.
So the endgame just becomes spamming the highest level abilities, both in those old games and here.
That’s in most RPGs, that said you may want to use weaker version because it saves mana. In end game dungeons spamming high level skills can leave you with little mp for a tough fight.
Αναρτήθηκε αρχικά από hammerstar:

Yeah, that's actually one of my issues with this game, in that a lot of the mechanics are throwbacks to the old-school RPGs in the bad ways. To use Dragon Quest as an example, since Ichi is obsessed with it, once you get access to the higher level version of a spell, aka Icebolt -> Icespear, you'll never have any reason to use the lower level version again.

So the endgame just becomes spamming the highest level abilities, both in those old games and here.

I'm only at chapter 9, but I wouldn't say that's always the case. Spamming high level moves won't be good for your mp over long periods of time. Unless you know for sure it's gonna do a lot of damage and probably affect a group of people, it isn't always worth wasting so much, imo.
What skills are good is what they are weak against and what best suites the situation. You have 7 damage types to work with.

Blunt
blade
Range
Magic
lightning
Fire
Ice

Then you have 4 variations of this

Aoe
Single target
Combo - blunt/lightning - Hit-man stun skill
Kiwami Skills - rainbow icons

The reason to use duel skills like the melee/lightning hit-man attack is of course the ability to hit two weaknesses at once resulting in more damage also the benefit that the element gives which in this case is paralyze. The light, medium and heavy will have either single target capabilities or aoe. For example why use a heavy melee attack that hurts one enemy when you can use the medium that has aoe to deal essentially way more damage overall? (depends of course on enemy placement)

Now the deal with Kiwami skills is not just for a flashy powerful cinematic move. They also NEVER miss, which means for tough fights use jobs that have the Kiwami skills they are weak against. For example Host has a Kiwami magic fire and ice group attack which if you are playing on the hardest difficulty are some of the best attacks in the game. Not only do they not miss but practically every enemy in the game is weak to Fire or Ice.

Now as far as why use weaker skills? Because you do not want to waste mana on "overkilling" and enemy. Why do way more damage then needed? Its wasted mana that you may be in dire need later. Of course once you beat the game at least once and have leveled up everyone to 99 and have a few or all jobs maxed your mana will usually last you through the encounters/dungeon(s) if you make sure to always use your most powerful skills to take out enemies in the short amount of turns as possible.

The only issue I ever ran into is one character running out of mana and that's if you use Joon-gi Han. He will always attack first and hell go 2-3 times before the enemy can attack which is great but since I am pretty much defeating everyone with him I have to make sure to watch his mana.

Then you have all the shared skills which breaks the game if you get all the good ones like.

All the males should have

Secret Cocktail - Host - Full heal

Megaton Throw - Foreman - Aoe Fire skill

Endless Desire - musician - group health regen overtime

Power Lift - enforcer - the single best move in the game for blunt, does insane damage even if weak

Soul Tether and Fulminating Forecast - Fortuneteller - revive skill and the best 3 target lighting skill with a high chance to paralyze

Females should have

Ice Spreader - hostess - best single target ice attack In the game

Candle Rush - Night queen - decent fire attack to have

Getting these shared skills will essentially allow you to use anyone as any jop without much hit to your overall damage/survivability output as long as you use the enemies weakness. But of course having an Idol or Ichi as his hero to bring some insane group heals and cleansing is a must for the hardest encounter in the game. (for the love of god give your idol or ichi the gods bracelet (immune to all status ailments) when you get it). Also Fulminating Forecast is literally and insanely broken skill, even if they are weak it does some pretty good damage.


*exhales* well I hope that all helps?
Τελευταία επεξεργασία από Cinnamon Toast King; 11 Ιαν 2021, 16:10
Select a skill and aim at an enemy. the game tells you if they are strong or weak to that type of attack.
Αναρτήθηκε αρχικά από Cinnamon Toast King:
What skills are good is what they are weak against and what best suites the situation. You have 7 damage types to work with.

Blunt
blade
Range
Magic
lightning
Fire
Ice

Then you have 4 variations of this

Aoe
Single target
Combo - blunt/lightning - Hit-man stun skill
Kiwami Skills - rainbow icons

The reason to use duel skills like the melee/lightning hit-man attack is of course the ability to hit two weaknesses at once resulting in more damage also the benefit that the element gives which in this case is paralyze. The light, medium and heavy will have either single target capabilities or aoe. For example why use a heavy melee attack that hurts one enemy when you can use the medium that has aoe to deal essentially way more damage overall? (depends of course on enemy placement)

Now the deal with Kiwami skills is not just for a flashy powerful cinematic move. They also NEVER miss, which means for tough fights use jobs that have the Kiwami skills they are weak against. For example Host has a Kiwami magic fire and ice group attack which if you are playing on the hardest difficulty are some of the best attacks in the game. Not only do they not miss but practically every enemy in the game is weak to Fire or Ice.

Now as far as why use weaker skills? Because you do not want to waste mana on "overkilling" and enemy. Why do way more damage then needed? Its wasted mana that you may be in dire need later. Of course once you beat the game at least once and have leveled up everyone to 99 and have a few or all jobs maxed your mana will usually last you through the encounters/dungeon(s) if you make sure to always use your most powerful skills to take out enemies in the short amount of turns as possible.

The only issue I ever ran into is one character running out of mana and that's if you use Joon-gi Han. He will always attack first and hell go 2-3 times before the enemy can attack which is great but since I am pretty much defeating everyone with him I have to make sure to watch his mana.

Then you have all the shared skills which breaks the game if you get all the good ones like.

All the males should have

Secret Cocktail - Host - Full heal

Megaton Throw - Foreman - Aoe Fire skill

Endless Desire - musician - group health regen overtime

Power Lift - enforcer - the single best move in the game for blunt, does insane damage even if weak

Soul Tether and Fulminating Forecast - Fortuneteller - revive skill and the best 3 target lighting skill with a high chance to paralyze

Females should have

Ice Spreader - hostess - best single target ice attack In the game

Candle Rush - Night queen - decent fire attack to have

Getting these shared skills will essentially allow you to use anyone as any jop without much hit to your overall damage/survivability output as long as you use the enemies weakness. But of course having an Idol or Ichi as his hero to bring some insane group heals and cleansing is a must for the hardest encounter in the game. (for the love of god give your idol or ichi the gods bracelet (immune to all status ailments) when you get it). Also Fulminating Forecast is literally and insanely broken skill, even if they are weak it does some pretty good damage.


*exhales* well I hope that all helps?
do you find power lift does more then peppermill blow? thats usually my go to for blunt
do you find power lift does more then peppermill blow? thats usually my go to for blunt

Yes, but then again as it does seem like i have done much "research" I have not 100% broken down combat to perfection yet. So it may or may not be better i would have to play around with it to be sure.

I should also add that most buffs/debuffs save for drunk/charm/paralyzed seem worthless.

I have given enemies 3 arrowed defense debuff and the group 3 arrow attck buff and noticed probably a 200 damage increase from the normal 3k hit. Which why waste the time buffing/debuffing then if its going to take 30 turns to make up the lost potential damage you could have done if you didn't bother wasting turns on none attacks.
Τελευταία επεξεργασία από Cinnamon Toast King; 13 Ιαν 2021, 8:58
Like, I hope 4 days isn't necroing but I just had a great example.

Adachi's paralysis prongs does WAAAAY more damage than his nelson strike, despite nelson strike costing more damage and being EXTREME, while prongs is only heavy.

Especially when you have 10-15 attacks it'd really be great to know the multipliers/set damage values so we can understand WHY something is good. That's really my only complaint in this otherwise excellent game.
Αναρτήθηκε αρχικά από Cool Guy Sky.:
Like, I hope 4 days isn't necroing but I just had a great example.

Adachi's paralysis prongs does WAAAAY more damage than his nelson strike, despite nelson strike costing more damage and being EXTREME, while prongs is only heavy.

Especially when you have 10-15 attacks it'd really be great to know the multipliers/set damage values so we can understand WHY something is good. That's really my only complaint in this otherwise excellent game.
It good when paired with joon and hitman. Honestly his class and skills are beyond busted. Give him some fire, ice, and lightening attacks and he’s set.
I don't get the Light, Medium and Heavy system, because I've seen a "light" move that did more damage than a "medium" move on average.
Αναρτήθηκε αρχικά από 76561198064352139:
I don't get the Light, Medium and Heavy system, because I've seen a "light" move that did more damage than a "medium" move on average.


Yea exactly.
I think it boils down to the type of attack, resistance, etc. RPGs have a lot of number crunching.
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